Days and days i've tried war/me, war/mo, war/e, war/ne and finally figured out this war/ne build. It's incredibly insane, but it is extremely dangerous and require highly player skill and experience.
War/ne
Hammer 12 + 1 + 2
Strength 12 + 1
Curse 3
Devastating Hammer {Elite} - Hammer Attack
If Devastating Hammer hits, your target is knocked down and suffers from weakness for 20 seconds.
Mighty Blow - Hammer Attack
This attack deals 30 more damage if it hits.
Heavy Blow - Hammer Attack
Lose all adrenaline. If this attack hits a foe suffering from weakness, that foe is knocked down and you strike for 30 more damage.
Crushing Blow - Hammer Attack
If this attack hits, you strike for 20 more damage. If you hit a knocked-down enemy, you inflict a deep wound, lowering your target's maximum health by 20% for 20 seconds.
Warrior's Cunning - Skill
For 10 seconds your melee attacks cannot be blocked or evaded.
Frenzy - Stance
For 8 seconds, you attack 33% faster, but take double damage.
Rend Enchantments - Spell
Target foe loses 4 Enchantments. For each Monk Enchantment removed, you take 40 damage.
Res Signet - Signet
This build is directly toward any none warriors, specially monks. 1st your goal is to charge 7 adrenalines. You want search for easy hit target, even warriors (dont say im a newb cause my goal is to gain full adrenaline as fast as possible) just to get 7 adrenalines. You can use frenzy to speed up your charging speed, but u have to be VERY CAREFUL, only if u are not being target. Once you get full adrenalines, you want to search for the most threatening target such as monks. Once u get close to the monk, 1st you cast rend enchantments to cancle all monk's buff, even regens and Shield of Judgement. After rend enchantments the monk has no protection, regen at all, then you want to use Warrior's Cunning, instant cast, and to avoid monk cast any evasion and blocking skill. Then you want to cast frenzy to boost attack speed. <casting warrior's cunning and frenzy takes less then 1 sec>. Right after frenzy, do this combo, Devastating Hammer > Mighty Blow > Extra attack > Heavy Blow > Crushing Blow > Extra attack > Extra attack (the monk is being knock down full time untill 2nd extra attack after crushing blow, Frenzy allows you to do 3 extra attacks). All none warrior can not servive from this combo and will DIE. Unless the monk gets regen or heal from other caster that has healing ability, or if i get blind <warrior's cunning gets screw by blind too>. Basicly i giving them no break at all, but u have to catch the CORRECT time to do the combo.
So basicly this is what happen to a caster that is being target by me.
1. all your enchancements are gone.
2. you can not evade or block.
3. my combo starts.
What can you do when im doing my combo?
1. have other member heal/regen you so you can live (70% wont happen cause it's too sudden and will be done in 6 secs)
2. have other member blind me so i get my combo screwed (70% wont happen cause it's too sudden and will be done in 6 secs)
3. have other member kill me so my combo stops (70% wont happen cause it's too sudden and will be done in 6 secs)
4. cant do shit but being knock down and watch yourself die.
Also if you are full charged, but unable to hit the target, what you want to do is to switch to bow and shoot them once to keep up your adrenaline. Warning, you have no protection and healing, you will die easy and sometimes u die 1st before you charge full adrenaline, so you will have to learn not to being target by the enemies.
Menser/nothing
Domination 10 + 2
Illusion 11 + 1
Inspiration 11 + 1
Crippling Anguish {Elite} - Hex Spell
For 32 seconds, target moves 50% slower and suffers health degeneration of 3. (Mantra of Persistence buff)
Makes all warriors trash cause they being cripple FULL time trying to chase you, unless u have an idiot caster, stands still and let the crippled warrior hit untill ur caster die. Also amazing, more then 50% casters die like that.
Imagined Burden - Hex Spell
For 32 seconds, target foe moves 50% slower than normal. (Mantra of Persistence buff)
Same.
Conjure Phantasm - Hex
For 22 seconds, target foe experiences health degeneration of 5. (Mantra of Persistence buff)
Crippling Anguish + Conjure Phantasm = 8 health degen.
Backfire - Hex Spell
For 10 seconds, whenever target foe casts a spell that foe takes 35-119 damage.
You want to cast this spell when the caster's health below 60%. If a caster is crippled, Degened, and being gank, what he gonna do? most ppl will try to cast anything. Trying to cast anything = die quicker with backfire hex.
Spirit Shackles - Hex Spell
For 24 seconds, target foe loses 5 Energy whenever that foe attacks.
To make all rangers trash. How? each shot = 5 mana gone, more shots = no mana. A ranger that has no mana = trash.
Drain Enchantment - Spell
Remove an "Enchantment" from target foe. If an Enchantment is removed, you gain 20 Energy.
Mainly to dispell regen, illusionary weapon, and gain more mana
Mantra of Persistence - Stance
For 78 seconds, any Illusion Magic Hex you cast lasts 84% longer.
Allow to make your illusion hex duration insanely long.
Res Signet - Signet
90% ppl dont bring this and it's making me sick. They think Res signet is wasting 1 of their slot.
No interrupt? All monk's heal and regen are less then 1 sec casting time, not only you cant interrupt them, you are also wasting your mana.
Also thinking to replace one of my spell for Black Out
M

